Shader LOD

So I looked into the Shader Level of Detail documentation and it’s quite convoluted http://docs.unity3d.com/Documentation/Components/SL-ShaderLOD.html

I currently have a Shader that accommodates Diffuse, Normal, Specular (separate Map not alpha channel)
Is it possible to link the shader with the LOD system? I would like to remove the normalmap at certain distances and eventually remove the specular. I suppose I could just use a different shader for each LOD element (LOD0 LOD1 LOD2) but it would be better if I could do this through the shader.

Any thoughts?

you can use different shaders for different LoD levels as such yes thats perfectly possible.

you could also use components that set the lod level when the corresponding lod level goes active but that sounds much more cumbersome and less optimized than distinct shaders and when you use shader lod levels, batching will not work across the levels anyway as it still requires a shader switch basically, in case that was the real question behind your question

Fair enough. This is specifically for units in the game I’m working on, so they don’t batch regardless but dropping out textures helps on the GPU.